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The party has 60 frost giants in tow - ideas please? (kinda long)
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<blockquote data-quote="Celebrim" data-source="post: 586663" data-attributes="member: 4937"><p>I very much agree with the problem of Food being critical. Where are you going to find food and water for the equivalent of 1500+ men? </p><p></p><p>As an 'Exodus', play up the mythical themes and hardships of a 'journey'. Play also on the relative strengths of the two groups, and play up the need for teamwork to succeed. They should be challenged by climate (heat is especially tough on Frost giants, cold especially tough on the PC's), by weather (rain and storms, alternatively blizzards that don't bother the Frost Giants, but the PC's must depend on there allies to survive), by natural obstacles (A ravine with only a shoddy rope bridge across it. The PC's can cross, but getting the Giants over in a timely fashion might be tough, alternately a river in flood stage that the Giants can ford but the PC's can cross only if carried.), by politics (perhaps a Fey Lord decides to use his powers to impeed the progress of the party until such time as they do him some favor or pay some tribute to him, figuring out that they are being thwarted, and by who, and where he is found, and what he wants could consume several sessions. Alternatively a powerful Elder Wyrm demands that the party recover some treasure that his size or other attribute prohibits him retrieving.), by war (a racial enemy of the giants decides not to let them cross there land and the PC/giants are attacked by a large army of individually relatively weak foes (hundreds of low level gnomes), or alternatively, two deadlocked factions see the giants as the means of gaining the upper hand and bid for thier assistance. Each faction has something critical to the parties success - food, water, a bridge or ferry or air service (Rocs!) across some obstacle such as an ocean, a sea of clouds, a grand canyon, a desert, etc.).</p><p></p><p>UPDATE: I very much like Henry comment regarding Will saves. There are a large number of relatively weak Fey with charm capabilities who might want to get the Giants to do something out of mischieviousness (what is more tempting than a charmed giant?) or need that could make for interesting RP. This also reminds me, as an 'Exodus' one of the most powerful mythological themes is that of 'temptation to abandon the quest'. You see this in the Exodus, the Odessey, and The Lord of the Rings that the primary trial is often keeping up the will to continue when things are at there darkest. So you could play this up with division in the camp of the giants, and 'evil' or at least self-interested forces tempting the giants to stay in less than ideal but at least known condiations. A community of dark hearted Cloud Giants might offer to pay the Frost Giants to serve as thier thugs to oppress the inhabitants of a region. Or the giants might find a mountain valley halfway along the journey to be if not an ideal home (prey animals are scarce, or some enemy is near - say the aforementioned gnomes or a community of Fire Giant bandits), at least one that seems at the moment better than continuing toward thier goal. This could give the diplomatic members of the party a chance to shine.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 586663, member: 4937"] I very much agree with the problem of Food being critical. Where are you going to find food and water for the equivalent of 1500+ men? As an 'Exodus', play up the mythical themes and hardships of a 'journey'. Play also on the relative strengths of the two groups, and play up the need for teamwork to succeed. They should be challenged by climate (heat is especially tough on Frost giants, cold especially tough on the PC's), by weather (rain and storms, alternatively blizzards that don't bother the Frost Giants, but the PC's must depend on there allies to survive), by natural obstacles (A ravine with only a shoddy rope bridge across it. The PC's can cross, but getting the Giants over in a timely fashion might be tough, alternately a river in flood stage that the Giants can ford but the PC's can cross only if carried.), by politics (perhaps a Fey Lord decides to use his powers to impeed the progress of the party until such time as they do him some favor or pay some tribute to him, figuring out that they are being thwarted, and by who, and where he is found, and what he wants could consume several sessions. Alternatively a powerful Elder Wyrm demands that the party recover some treasure that his size or other attribute prohibits him retrieving.), by war (a racial enemy of the giants decides not to let them cross there land and the PC/giants are attacked by a large army of individually relatively weak foes (hundreds of low level gnomes), or alternatively, two deadlocked factions see the giants as the means of gaining the upper hand and bid for thier assistance. Each faction has something critical to the parties success - food, water, a bridge or ferry or air service (Rocs!) across some obstacle such as an ocean, a sea of clouds, a grand canyon, a desert, etc.). UPDATE: I very much like Henry comment regarding Will saves. There are a large number of relatively weak Fey with charm capabilities who might want to get the Giants to do something out of mischieviousness (what is more tempting than a charmed giant?) or need that could make for interesting RP. This also reminds me, as an 'Exodus' one of the most powerful mythological themes is that of 'temptation to abandon the quest'. You see this in the Exodus, the Odessey, and The Lord of the Rings that the primary trial is often keeping up the will to continue when things are at there darkest. So you could play this up with division in the camp of the giants, and 'evil' or at least self-interested forces tempting the giants to stay in less than ideal but at least known condiations. A community of dark hearted Cloud Giants might offer to pay the Frost Giants to serve as thier thugs to oppress the inhabitants of a region. Or the giants might find a mountain valley halfway along the journey to be if not an ideal home (prey animals are scarce, or some enemy is near - say the aforementioned gnomes or a community of Fire Giant bandits), at least one that seems at the moment better than continuing toward thier goal. This could give the diplomatic members of the party a chance to shine. [/QUOTE]
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The party has 60 frost giants in tow - ideas please? (kinda long)
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